Too often monks will move from their selected spot and it is annoying and dangerous - they like to walk around to make way for units trying to path around/through them - they like to automatically try to get closer to units that need healing that are out of distance - they need two stances - stand ground, and for the follow function to allow them to heal often while they follow a group from behind as well as for when they are patrolling in a group for the monks to stay behind the group regardless of if there are units to heal or not (so they can follow a unit/group and heal all within range without running into deadly danger at record speed if there are no units that need healing) the most important of these is stand ground so they’ll always stay in square formation rather than spreading themselves on the battlefield for easy snipes, among other scenarios / stay inside a gated area without being forced to lock them in - etc
Are you seriously asking a change because of your strat?
No. And yes partly - it works fine and sometimes this bug appears - but no this a change that needs to happen for monk usage in general.
For instance: in the learn to play campaign it says to put monks in square formation to protect your monks and yet they can sometimes walk outside of it for the above reasons which is against the game’s rules.
And there are many other situations where monks place themselves in harms way in normal gameplay which I’m certain other players would like changed.
Monks will path through a wall of units they normally couldn’t walk through just to heal a unit out of range or randomly as other units try to path into the monk’s general direction - this must be fixed.
It having anything to do with a portion of my strategy is just a bonus.
Monks are not trained soldiers .
That has nothing to do with it Attila.
Thinking out of the box here. You could bring a villager with you and wall the monk(s). Could be part of your own strategy. A crazy and probably useless one though.
I do that sometimes - forward siege/monk protection walls - but that should not be mandatory at all.
(About a gate thick and 4ish layers long with a single gate for entry/exit)
Well. If you don’t use formation with attack move and make the monk follow slower units they will stay behind. I use this sometimes on a group of rams including some military to defend them and/or having them filled with pikes. On the other hand they can be slaughtered easily while staying behind and being attacked in your back, but you could always change make them follow another unit or group defensive box when the fight gets tougher. You could also use a small selection of your units to protects the monks and make them follow the monks.
I tend to utilize 29 teut’s 20 hands and 11 monks with stand ground formation(able to change stances on a whim based on enemy movement, advance-retreat-stagger-patrol-etc) coupled with other formations such as 20 tk’s and 20 palladins + siege (depends on opponent composition)
That sounds like a huge army to me. If you use attack move, it could help not to select the monks, but still indeed they go wander around to heal your army. Maybe it would be nice if you could garrison monks in a siege tower. Maybe it’s possible, never tried that one.
I agree with @HealFortress. When I’ve tried to bring along some monks for healing, all too often I’ll find they wander into the line of fire. I’ve tried grouping them with military, clicking stand ground on the group, and then watch the monks move anyway.
Bringing along monks for healing with most civs is pointless though with general army use, just keep them taking relics in 1v1 and then leave at home and send back weak knights/cav arch/eagles. They just die forward unless it’s monk siege push and then youve wasted them there’s more important things than healing your forward army like managing eco balance / military balance you’re just slowing down your push sending monks forward and then back home I’d they die. Monks are demanding enough to use/have accounted for in a game than to be babysitting them. Even if you have stand ground you have to still babysit them in case they get sniped
Sometimes giving the army the ability to heal on the front lines can win you the game where as constant retreating would cost you time which the enemy can use against you
Monk heal rate is very slow and you are sacrifing your knight numbers to do this it is only worth it to make monks in earlier castle age stage of fighting but beyond that your just going to throw. If arch are mixed in its pros not worth it either. I used do these kind of strats in campaigns back in the day but beyond low rates games heavy monk plays don’t work well (not including typical monk rushes like the Aztecs )
Imo the heal rate is good for getting job done away from battle but not something you want happening on frontline we never see this in competitive games for a reason. It will work and look unbeatable in LEL games but not viable past a certain Elo
I respectfully disagree
He is right tho. Face it, your strat works at low elo only, stop asking for stuff that is completely useless because you want to play like that
This is not in regards to a portion of my strategy.
As for my strategy it scales with the elo of the user with practice.
In regards to monk heal rate - I don’t believe it needs a buff - do you?
As for stand ground - it is needed for all strategies involving monks - a monk moves, and it resets the conversion timer.
I don’t believe it either, but having monks in the front line for the healing is not worth. You might need them for conversions, not for the heal.
And yes, posting a video of your strat makes me believe you want a useless change because you play that way.
Also, your strat doesn’t scale with the skill of the player. It’s a bad strat that can only work at low elo